Rev2
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cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/Origin\ Games/Command\ and\ Conquer\ Red\ Alert\ II/rulesmd.ini
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sudo cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/rulesmd.ini
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@ -32,8 +32,8 @@ IRepairRate=.001 ; [infantry only] minutes between applying repair step
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IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
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IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
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TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
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TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
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SelfHealInfantryFrames=50
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SelfHealInfantryFrames=50
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SelfHealInfantryAmount=20
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SelfHealInfantryAmount=25
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SelfHealUnitFrames=75
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SelfHealUnitFrames=40
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SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital
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SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital
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; income and production
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; income and production
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@ -75,7 +75,7 @@ MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missil
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MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating.
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MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating.
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;-RTO
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;-RTO
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TeamDelays=1000,1250,1750 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
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TeamDelays=120,135,160 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
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;TeamDelays=1200,1350,1600
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;TeamDelays=1200,1350,1600
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AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level
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AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level
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@ -86,7 +86,7 @@ AIBuildsWalls=no
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; -RTO*
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; -RTO*
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MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200
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MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200
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AIVirtualPurifiers=6,3,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)
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AIVirtualPurifiers=9,4,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)
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AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd)
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AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd)
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HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control
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HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control
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AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner
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AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner
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@ -95,7 +95,7 @@ HealScanRadius=10 ; how far should medic-type units scan for targets? Use
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FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest)
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FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest)
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;-RTO
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;-RTO
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MinimumAIDefensiveTeams=2,2,2 ; (by difficulty level, from hardest to easiest)
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MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest)
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MaximumAIDefensiveTeams=4,4,4 ; " "
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MaximumAIDefensiveTeams=4,4,4 ; " "
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TotalAITeamCap=60,60,60 ; (by difficulty level, from hardest to easiest)
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TotalAITeamCap=60,60,60 ; (by difficulty level, from hardest to easiest)
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UseMinDefenseRule=yes
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UseMinDefenseRule=yes
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@ -7418,12 +7418,11 @@ Strength=2000
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Armor=medium
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Armor=medium
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;Dock=PROC ; Need both in case a building from the other team is captured.
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;Dock=PROC ; Need both in case a building from the other team is captured.
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Dock=NAREFN,GAREFN
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Dock=NAREFN,GAREFN
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;Turret=yes
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Primary=AKM
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Primary=AKM
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OmniFire=yes
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OmniFire=yes
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CanPassiveAquire=yes
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OpportunityFire=yes
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OpportunityFire=yes
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Harvester=yes
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Harvester=yes
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Turret=yes
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ChronoInSound=ChronoMinerTeleport
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ChronoInSound=ChronoMinerTeleport
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ChronoOutSound=ChronoMinerTeleport
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ChronoOutSound=ChronoMinerTeleport
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TechLevel=1
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TechLevel=1
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@ -9177,8 +9176,8 @@ ResourceDestination=yes
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DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min
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DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min
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Accelerates=false
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Accelerates=false
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Bunkerable=no; Units default to yes, others default to no
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Bunkerable=no; Units default to yes, others default to no
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OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
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OmniCrushResistant=no; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
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Parasiteable=no
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Parasiteable=yes
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Unsellable=yes
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Unsellable=yes
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; **************************************************************************
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; **************************************************************************
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@ -11770,7 +11769,7 @@ Cost=500
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Points=30
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Points=30
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Power=-10
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Power=-10
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Crewed=yes
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Crewed=yes
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Capturable=true
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Capturable=false
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Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
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Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
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;DestroyAnim=GAPILEDM
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;DestroyAnim=GAPILEDM
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MaxDebris=15
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MaxDebris=15
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@ -11782,7 +11781,7 @@ GDIBarracks=yes
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DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
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DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
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DamageSmokeOffset=215,395,200
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DamageSmokeOffset=215,395,200
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AIBuildThis=yes
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AIBuildThis=yes
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Spyable=yes
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Spyable=no
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;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
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;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
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ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
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ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
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InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames
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InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames
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@ -22705,7 +22704,7 @@ MinimumRange=1
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; Aegis missile
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; Aegis missile
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[Medusa]
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[Medusa]
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Damage=200
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Damage=200
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ROF=7.5
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ROF=30
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Range=18
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Range=18
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Speed=120
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Speed=120
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Projectile=MedusaProjectile
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Projectile=MedusaProjectile
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@ -23093,10 +23092,11 @@ AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters n
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Damage=81.25
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Damage=81.25
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ROF=13.33
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ROF=13.33
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Range=8
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Range=8
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Projectile=InvisibleLow
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Projectile=InvisibleAll
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Speed=100
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Speed=100
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Warhead=BORISWH
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Warhead=BORISWH
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Report=BorisAttack
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Report=BorisAttack
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OmniFire=yes
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AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
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AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
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[TERMIGUN]
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[TERMIGUN]
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@ -25323,8 +25323,8 @@ FireOnce=yes
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; Aegis missile
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; Aegis missile
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[MedusaE]
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[MedusaE]
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Damage=200
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Damage=400
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ROF=7.5
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ROF=15
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Range=21
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Range=21
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Speed=150
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Speed=150
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Projectile=MedusaProjectile
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Projectile=MedusaProjectile
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@ -25332,7 +25332,7 @@ Warhead=SAMWH
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Report=AegisAttack
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Report=AegisAttack
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TurboBoost=yes
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TurboBoost=yes
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OmniFire=yes
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OmniFire=yes
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Burst=2
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Burst=1
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[DoublePistolsE]
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[DoublePistolsE]
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Damage=250
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Damage=250
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@ -27542,9 +27542,9 @@ AnimList=EXPLOMED,EXPLOLRG
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Sparky=no
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Sparky=no
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[SAMWH]
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[SAMWH]
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CellSpread=.75
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CellSpread=2
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PercentAtMax=1
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PercentAtMax=1
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Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
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Verses=75%,75%,75%,200%,100%,100%,40%,40%,15%,100%,100%
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InfDeath=3
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InfDeath=3
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AnimList=XGRYSML1,XGRYSML2,EXPLOSML
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AnimList=XGRYSML1,XGRYSML2,EXPLOSML
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ProneDamage=100%
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ProneDamage=100%
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